/// <summary>
        /// 攻击客户端怪物
        /// </summary>
        /// <param name="hitActionId"></param>
        /// <param name="beasts"></param>
        private void AttackBeast(int hitActionId, List <uint> beasts)
        {
            //受伤者列表
            Dictionary <uint, List <int> > wounded = new Dictionary <uint, List <int> >();

            for (int i = 0; i < beasts.Count; i++)
            {
                List <int> harm = new List <int>();
                if (!GameWorld.Entities.ContainsKey(beasts[i]))
                {
                    continue;
                }
                EntityParent e = GameWorld.Entities[beasts[i]];
                //如果怪物不能被击中或者已经死亡
                if (UnityTools.BitFlag(e.StateFlag, StateCfg.NO_HIT_STATE) == 1 || UnityTools.BitFlag(e.StateFlag, StateCfg.DEATH_STATE) == 1)
                {
                    continue;
                }
                harm = CalculateDamage.CacuDamage(hitActionId, theOwner.ID, beasts[i]);
                wounded.Add(beasts[i], harm);
                uint demage = 0;
                demage   = e.CurHp < harm[1] ? e.CurHp : (uint)harm[1];
                e.CurHp -= demage;
            }
        }